Give me the idea, I build the monster

Sporemine

First Post
Bone Dragon
Level 9 Solo Skirmisher
Huge Natural Animate (Undead)
XP 2,000
Initiative +9
Senses Perception +12, Darkvision

Chilling Presence aura 3;
All living creatures in the aura take a -2 penalty reflex defense.

Chill of Death (Cold, Necrotic) aura 1;
All creatures in the aura at the start of their turns take 5 cold and necrotic damage.

HP 388; Bloodied 194
AC 23; Fortitude 21, Reflex 21, Will 21
Resist 15 Necrotic, 15 Cold; Vulnerable 15 Radiant
Saving Throws +5
Speed 6 (8), Fly 8 (See Tatters)
Action Points 2

:bmelee: Bite (Standard; at-will) ♦ Cold, Necrotic
+14 Vs. AC, 2d6+5 cold and necrotic damage.

:area: Dead Chill (Standard; recharge :4::5::6:) ♦ Cold, Necrotic
Burst 2, +12 Vs. Reflex, 3d8+5 cold and necrotic damage.

:ranged: Corrupted Breath Weapon (Standard; recharge :5::6:) ♦ Cold, Necrotic
Burst 2 within 10, +12 Vs. Reflex, 3d10+5 cold and necrotic damage.

:ranged: Roar (Standard; recharge :6:)+12 Vs. Will, the target is Dazed and slowed and takes ongoing 5 (10 when bloodied) cold and necrotic damage.

Tatters (Immediate Reaction, When bloodied) ♦ Cold, Necrotic
When bloodied, The Bone Dragon loses it's ability to fly as it's wings desintigrate (It lands safely if it was flying at the time), all of it's attacks deal an additional 5 ongoing necrotic and cold damage (save ends) And gains the chill of death aura.

Death Throes (None, When reduced to 0 HP) ♦ Cold, Necrotic
Burst 5, +12 Vs. Reflex, 4d8+5 cold and necrotic damage and ongoing 10 cold and necrotic damage.

Alignment Chaotic Evil
Languages Draconic
Skills Diplomacy +12, Intimidate +12
Str 17 (+7) Dex 17 (+7) Wis 17 (+7) Con 17 (+7) Int 17 (+7) Cha 17 (+7)
Equipment None

Kudos

-Sporemine
 
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Zinovia

Explorer
Very nice, thank you! I like the Tatters ability as a way to make the parameters of the fight change midway through. It makes the group feel like they have accomplished something when they ground it, despite the damage increase.

I'm still thinking about what I want to do with regards to solo monsters and stun/daze powers used against them. I may give it some kind of out so it can lessen the effects of those, or may house rule all solos so they can always save even against "end of your next turn" powers. I don't like the idea that a debuff will last longer if you miss than if you hit with it (EoYNT vs Save ends).

Thanks for the dragon!
 

Derulbaskul

Adventurer
(snip) Subvert Shadow (snip) Control Shadow (snip) Steal Shadow (snip)

Those powers are really clever and full of flavour. Thanks for posting them!

I can imagine a fomorian arcanist of the Feydark or a cleric of Shar (in Forgotten Realms) using similar powers. Very cool. Edit: They would also work well for a necromancer pulling an enemy's soul from its body. Wow.
 

Sporemine

First Post
Those powers are really clever and full of flavour. Thanks for posting them!

I can imagine a fomorian arcanist of the Feydark or a cleric of Shar (in Forgotten Realms) using similar powers. Very cool. Edit: They would also work well for a necromancer pulling an enemy's soul from its body. Wow.

Do you want anything in the vein of shadow stealing necromancers? It can be done if you want one.

Kudos

-Sporemine
 

Derulbaskul

Adventurer
Do you want anything in the vein of shadow stealing necromancers? It can be done if you want one.

Kudos

-Sporemine

Thanks, mate. If you want to pump one out I would be delighted to see it.

BTW, thanks in part to the ideas on this thread I have spent a big chunk of today playing with WotC's monster maker. I think I'm in love.... ;)
 

Sporemine

First Post
Okay, i'll try to get around to it sometime today. I might try to get the WoTC monster maker later (I currently use asmor.)

Kudos

-Sporemine
 

Sporemine

First Post
Shadowmancer
Level 12 Elite Controller
Medium Shadow Humanoid
XP 1,400
Initiative +10
Senses Perception +15, Darkvision, Blindsense (see shadow control)

Storm of Shadows
aura 3; All creatures that use sight take a -2 to attack rolls.

HP 246; Bloodied 123
AC 26; Fortitude 24, Reflex 24, Will 24
Resist 10 Necrotic; Vulnerable 10 Radiant
Saving Throws +2
Speed 6, see Shadow Jump
Action Points 1

:ranged: Subvert Shadow (Standard; at-will)
Range 15; attack +16 Vs. Will; on hit the target's shadow makes a basic melee attack against them (the attack uses the owner's current stats)

:ranged: Control Shadow (Standard; recharge :4::5::6:)
Range 15; attack +16 Vs. Will; on hit the target's shadow makes and at will attack against any target in range (using the shadow's current stats).

:ranged: Steal Shadow (Standard; encounter)
Range 15; attack +16 Vs. Will; on hit target's shadow seems to detatch and shifts up to the owner's speed and then makes an attack using any encounter power that the owner knows against any target in range (using the owner's current stats)

Shadow Jump (Immediate Reaction, when hit with an attack; recharge :6:)
The shadowmancer teleports to the shadow is is posessing with it's contorl shadow power, appearing to step out of the creature's shadow.

Shadow Control (Standard; encounter)
+16 Vs. Will; The creature's shadow grants the shadomancer blindsense from it's space. It has line of sight from and can use any attack it knows as if it was in that space.

Shadow Advantage
The shadowmancer gains combat advantage and deals an extra 1d6 points of damage against any creature it's affecting with it's shadow control ability

Alignment Chaotic Evil
Languages Common, Undercommon
Skills Arcana +15, Diplomacy +15, Insight +15
Str 19 (+10) Dex 19 (+10) Wis 19 (+10) Con 19 (+10) Int 19 (+10) Cha 19 (+10)
Equipment Necromancer's Robes
 
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Derulbaskul

Adventurer
Love it. The shadow jump power is particularly interesting. It might make a really cool immediate interrupt power as well. The only thing is that the stolen/controlled shadows don't have a duration so where can the shadowmancer actually jump to?

Control shadow... should be "owner's current stats", yes?

XP awarded. Thanks very much!
 

Sporemine

First Post
No problem Derulbaskul, any time. The EXP is also appreciated.

Here's everything that has been requested and made thus far.
Surprisingly, we missed a few. If I screw this list up somehow, point it
out please.

Finished

Snakes:
Constrictor snake
Viper snake
Snake swarm
Spitting snake
Deathstep asp
Redfang snake (young)
Redfang snake
Brownscale constrictor
Dire snake
Brownscale constrictor (elder)

Mold:
Yellow mold
Brown mold

Pixes
Pixy
Trickster Pixy

Wolverine

Lec-weher

Ki-rin

Necromancer

Stygian golem

Lythlyx


Abat-dolor

Vina wraith

Drow shadow Caster

Drow master Shadow Caster

Bugolith mark 1

Malicious wizard

Bone dragon

Shadowmancer

Necrosis carnex

Mageripper swarm

Void Shard


Unfinished

Quori:
(CR 20) Kalaraq "Eyebinder" quori - nobility and ruling elite [Secrets of Sarlona]
(CR 11) Usvapna "Dream Master" quori - assassins and inquisitors [Magic of Eberron]
(CR 11) Du'ulora "Blackfury" quori - warlords and tacticians [Secrets of Sarlona]
(CR 9) Hashalaq "Dream Stealer" quori - loremasters and judges [Secrets of Sarlona]
(CR 7) Tsucora quori - hunters and soldiers [Eberron Campaign Setting]
(CR 5) Tsoreva "Mind Blade" quori - grunts and enforcers [Magic of Eberron]

Centaur:
Centaur Archer (level 1 artillery)
Centaur Knight (level 2 brute)
Centaur Swordsman (level 1 Skirmisher)
Centaur Mastermind (Elite level 2 controller, Leader)

"Mental disease thingy"

Swanmays

Bird maidens

Pole arm guy

Third level guard

Aleax

Kudos

-Sporemine
 
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Sporemine

First Post
Mutated cow

Bessie
Level 1 Solo Soldier

Large Aberrant Beast
XP 500
Initiative +3
Senses Perception +6
HP 116; Bloodied 58
AC 17; Fortitude 13, Reflex 13, Will 13
Saving Throws +5
Speed 6
Action Points 2

:bmelee: Kick (Standard; at-will)
+8 Vs. AC, 1d10+3 Damage.

:melee: Charge (Standard; recharge :4::5::6:)
Bessie shifts 4 squares and makes the following attack, +6 Vs. Reflex, 3d6+3 damage. Secondary attack, +6 Vs. Reflex and the is knocked prone.

:melee: Stomp (Standard; at-will, target must be prone)
+8 Vs. AC, 2d6+3 damage

Used to be a cow
Bessie gains +2 to all opportunity attacks

Alignment Chaotic Evil
Languages None
Skills Acrobatics +6, Athletics +6
Str 13 (+1) Dex 13 (+1) Wis 13 (+1) Con 13 (+1) Int 13 (+1) Cha 13 (+1)
Equipment None


Kudos

-Sporemine
 

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